#Surrounding Blocks Affecting Occlusion

30 messages · Page 1 of 1 (latest)

tame dust
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before you "!faq block dark",
yes i've:

  • changed block render type
  • disabled entire block shading
  • disabled smooth lighting
  • centered origin point
slate mountainBOT
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tame dust
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shading is off for top portion of grass

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only solution i can think of is making a new block parent type for the block model to call from in the .json

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referencing itself as the parent block doesnt work

brittle mulch
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Make sure the origin of those cubes is above the actual block, and move them so that all of their coordinates are above the block too.
(Lighting works slightly weirder for rotated cubes)
The iis no guarantee that this works, but it's most likely to work.

tame dust
brittle mulch
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The flat cubes that make up the grass.

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Also make sure to disable all faces that aren't actually visible, that might also help

tame dust
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i already know its fine by itself

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its the blocks around it thats the problem

brittle mulch
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Did you disable ambient occlusion

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File > Project > there's a checkbox for it

tame dust
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dont want AO off since that results in no shading on the block at all,

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i can only think of it having a custom block parent model

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interesting, doesn't change when the surrounding block is glass

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wonder if thats because rendertype_cutout or occlude false, will check rn

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to anyone in the future:
img1 - can_occlude true
img2 - render_type solid

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while that helps, it only leaves me at a loss

tame dust
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doesnt get shaded with blocks like:
glass, anvil, door, slab, pressure plate,

brittle mulch
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Glass let's light pass trough, just like all those other blocks.

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Disabling ambient occlusion is the only thing I could think to help if my above suggestions didn't work.

tame dust
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is there a way to only disable it on part of a block?

brittle mulch
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Ambient occlusion is per model. So nope

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Actually 🤔 If you'd rotate the panes up to 45° and make sure that the visible faces are the top/bottom, it might work